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This was a "zombified" version of X1BD0 that ended up as an unused enemy in MECHROIDVANIA . I had plans to make more variants, and even have the alien detach and try to escape when damaged too much, but time restraints meant I had to can this character for now, although I may return to this project in time. That said I was still very proud of how this model came out, and how distinct it manage to be despite just being a variant of the previous model. I particularly like the animations for this character, as I feel they capture the glitchy, damaged look I was going for well.
The Model
A robot I created for our entry into the Metroidvania Monthly 21 Jam, MECHROIDVANIA. This character has a full set of animations and is fully playable. He was initially inspired by mecha designs, like Gundam, Megazords, Armored Core, or EDF Fencer, but gradually took his own form as I built him. With a balance of pulling inspiration but also trying to build him in a psuedo-mechanically accurate way, meaning the way the parts bend and articulate was somewhat grounded in reality and prevented any clipping while moving, he really began to take shape. This process taught me a lot about bone constraints and IK, as I set his rig up in a completely unique way when compared to my other humanoid models. I made the rig with the constraints in mind first and foremost, and built it alongside the model. This meant I had bones set up to rotate and articulate joints I hadn't considered with other rigs, and also meant the rig got a lot more complicated.
This model also taught me a lot about having the mesh be dynamic and changable by the player, since the weapons and upgrades change the way the character looks in game. This meant I had to model and rig every single upgrade, but also ensure all my animations worked with the different variations. I did this by just enabling the most complex, upgraded configuration we had available, and making the animations around that. Then I switched back to the most simple configuration to ensure it worked.
The Model
Reference Sheet
I also had a very hard time settling on a color pallete and was constantly switching my palletes throughout development. This made me want to include that as a feature of the game, but alas, time restraints. I still think these palletes are super cool though.
A simple robot fella made to test some animations and NPC programming. This character really solidified for me how much more fun and easy rigging hard surfaced characters is for me, and also gave me a wide variety of animation practice. He is essentially just a test dummy.
The Model
The idea of this character was a simple rich looking individual, mostly inspired by the Monopoly man and characters like him. This character taught me about pairing static objects to characters rigs as well as giving me some much needed clothing rigging practice. This was also a rare case where I did not draw concept art, I just went straight to the model. That was an interesting method, but I think I still prefer drawing the concept art first.
The Model
Reference Sheet
This character is just a simple goth fella. As of right now he is unfinished, I plan to give him some intricate hair and a more detailed face in the future, as well as fully rigging him. This character has so far given me a lot of practice with materials and textures as his outfit, particularly his pants, are very detailed. The patches and details on the pants were particularly fun to make and I ended up quite proud of them. The various belts and chains are a staple of this clothing style and I did my best to imagine that attire in my style.
The Model
Concept Art
This character taught me about not worrying about sticking to initial art too strictly, she came out a lot cuter than her initial art and I think it was for the better.
The Model
Concept Art
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